Game Development Community

UFO/Xcom style game hits development

by Mark Pilkington · 06/13/2006 (11:22 am) · 10 comments

Hello!

This is my first blog here as I'm pretty new to Torque and the community. I am currently working on a game in the style of the old UFO:enemy unknown/Xcom style games with base resource management aswell as tactical missions. The game follows survivors after the world is turned upside down by the walking dead...yes this is a zombie game - but with a twist.

You control a group of survivors that are held up in a safe haven set deep in a huge city. Here you must find food, weapons and other survivors to help survive the ordeal. While some missions maybe rescuing other survivors, others maybe finding vital food, munitions or the car parts you need to make your new vehicel go so you may move to a more secure safe house.

Will your survivors live in bliss or will paranoia take over your camp? Will the walking dead find where your hiding? or even enemy survivors hoping to take what you have? These things will all make it a new and exciting game I think.

Currently we have alot of character models finished, some test environment stuff, some GUI designs aswell as a 15-page design document that almost reads like the game's instruction manual (very detailed).

We still require a good programmer that really jump on board and make this huge vision a reality.

www.blacktreeuk.net/deadzone/2d_renders/player_screen_idea.jpg

www.blacktreeuk.net/deadzone/2d_renders/city_screen_idea.jpg

www.blacktreeuk.net/deadzone/2d_renders/base_map.jpg

www.blacktreeuk.net/deadzone/2d_renders/scaling.jpg
(Now being made in a mapper program)

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Ah, I thought the Blog entry would treat them as links unlike the forum...but it doesn't

Some more bits aswell

www.blacktreeuk.net/deadzone/2d_renders/survivor.jpg
www.blacktreeuk.net/deadzone/2d_renders/zombie.jpg
(Characters are the tactical in-game characters that are 500 polys each and supplied in association with Mere-mortals games developers).

Cheers for the kind comments.
Marcus

#1
06/13/2006 (12:03 pm)
Sounds cool. Good luck on your project.
#2
06/13/2006 (12:50 pm)
Looks Really good.
#3
06/13/2006 (12:53 pm)
good luck as i said before and *points to the url tags!* easier to set them up as url's than make us copy and paste. you ARE talking to the laziest bunch of developers on the planet. well.. maybe i just speak for myself?
#4
06/13/2006 (12:56 pm)
Your idea screens look nice... X-Com is a big game from my past and a big influence on me. That and fallout!

Good luck!
#5
06/13/2006 (1:03 pm)
Good luck man.

X-Com is my all time favorite game. As a matter of fact it is still loaded on my system and I play it from time to time.

Romero's "of the Dead" movies are my all time favorites. I love zombie movies!

Are you going to use TGB? Random maps? Build base sections?

I can think of at least 50 questions! I love this idea!
#6
06/13/2006 (2:36 pm)
This will be built in TGE, the maps will be full 3D and will play quite similar to the new UFO:aftermath game which you can get as a demo now but the base resource stuff in my game idea will be alittle more build on rather than quite basic as it stands in Aftermath.

The UFO games are also one of my favourite games still. Trying to do something new to a genre thats already so heavily populated with games was quite fun and it just works as a good concept.
#7
06/13/2006 (8:02 pm)
the pic of your city map looks like greeble... i love that plugin

all in all, the screens look nice, i hope it ends up playing well too.
#8
06/14/2006 (1:33 am)
greeble??? whats greeble?
#9
06/14/2006 (4:39 am)
I loved in the X-Com games building my own bases then having to defend them. Setting up choke points and such. I liked in the X-Com 4 game (the retro 50's one) where you bought the building and the size and shape of the building limited your build options.

I'm just curious how the zombies will be enough of an enemy as the game progresses... or (I bet) we'll find that there is a more sinister force at work behind the zombies.

My man, I'm getting all timgly thinking of the possibilities.

Just don't have a game killer like those damn Lobster Men in the "Terror from the Deep" (X-Com 2) game. Those dudes were to freaking hard to kill and killed an otherwise great game. Ggggrrrrr!!!!
#10
06/14/2006 (5:34 am)
aye, terror of the deep was really freaking hard haha.